Clolarion was an ancient Purifier, based on the template of the brain scan of ExecutorClolarion, considered to be one of the greatest protoss warriors. The purifier retained the rank of executor, and led the purifiers in the Purifier Rebellion, fighting against its Conclave masters. The Clolarion purifier was sealed in Cybros along with the rest of the purifiers.[1]
End War[]
In 2506, during the End War, the Daelaam under the command of HierarchArtanis came to Cybros to reactivate the purifiers. Clolarion once again acted as their spokesman and leader during the mission, and ordered the Purifiers to engage the zerg on the station, and then purified the surface of Endion, the forest moon Cybros orbited.[2]
With the battle over, Artanis asked the purifiers to join the Daelaam in the war against Amon. Clolarion questioned his sincerity and how the purifiers would be treated, but agreed to consult with the other purifier commanders. They accepted the offer and joined forces with the Daelaam.[3]
This article or section contains information derived from Co-op Missions, and should not be considered part of the official StarCraft storyline.
Clolarion later fought alongside Talandar, housing his consciousness within a Purifier carrier.[4]
Reconstruction of Aiur[]
"We prefer to keep to ourselves. While we trust the word of Artanis that we will not be slaves again, there is little crossover between our societies. We have different needs. No reason for our paths to cross, beyond when one might ask a favor of us in the effort of reconstruction."
After the Daelaam reclaimed Aiur, Clolarion and the Purifiers remained loyal to Artanis, aiding in the reconstruction of the planet when they were called upon, but he and the majority of the Purifiers largely kept themselves in self-isolation in their network. When Talandar was investigating a series of mysterious deaths, Clolarion stated that due to their isolation, the Purifiers had little knowledge of their biotic kin.[5]
Clolarion appears in Co-op Missions as a hero fielded by Fenix. He possesses the ability to inhabit Fenix's carriers. It is equipped with a solar beam weapon, which allows it to increase in damage the longer it stays on a single target. If Clolarion's carrier is destroyed, he will instantly inhabit a nearby carrier. Clolarion's carrier is able to build interdictors that can drop area of effect bombs, however, these do not track their targets, so they can miss against moving objectives[6]
Clorarion is especially recommended against heavy air compositions, due to Solar Beam, which offers exceptional damage against aircraft. His interceptors are not different in any way from a Carrier's regulars ones, meaning that his damage is unremarkable unless Solar Beam is utilized. Interdictors are rather unreliable due to the fact that their damage is delayed and does not have tracking, albeit they are still fairly effective against bases or clustered infantry.
Clorarion is also exceptionally durable, sporting almost 1500 vitals with fully invested mastery points into health and shields, on top of a hefty 4 base armor, making him far more durable than even most of hero units. As such, he's ideal to lead charges, especially if the player is fielding fragile Scouts or vulnerable Colossi. Due to this durability its usually not necesary to keep more than one or two Carrier shells available for him (unless the player is investing on a Carrier army).
Due to the considerable cost and long building time of Carriers, on top of Clorarion's unremarkable DPS, its not recommended to rush him against the majority of compositions, even heavy air ones are best first answered by Mojo. Like all of Fenix's hero units however, its strongly recommended to eventually field all 6 personalities. Clorarion is typically left for last against ground compositions, and around second or fourth for air, albeit he can be warped in earlier in scenarios with heavy attrition, like in the presence of the Double Edged or Just Die (against air) mutators.
Builds Interdictors that automatically bomb enemy ground units for 12 (+X) damage. Can be set to autocast.
Can attack ground units.
Tactical Data Web: Interdictor damage is increased by 3 for each networked Carrier (up to 10 damage, summary 22).
Network Administrator: Increases the Interdictor damage per each networked Carrier from 3 to 9 (up from 10 damage to 30 damage, summary from 22 to 42).
Usage
Hotkey
B
Cost
15
Range
8
Notes
Clolarion start with 0 Interdictors (maximum 2). Launch 1 Interdictor every 0.25 seconds.
Clolarion gains +30% movement and +60% attack speed per each destroyed Carrier, or gains +25% movement and +50% attack speed when he transfers into a new Carrier host. Can stack up to +100% movement and +200% attack speed and lasts 20 seconds.
Unconquered Spirit: Doubles the Avenging Protocol bonuses. Refund 210 minerals and 150 vespene gas when Clolarion get destroyed.
Usage
Passive
Duration
20
Notes
Max movement speed: 4.24 (6.36 with Unconquered Spirit) Max attack speed Interceptors and Interdictors: 1 (0.6 with Unconquered Spirit) Mastery: +1% per Champion A.I. Attack Speed mastery point. Up to a maximum 0.77 (0.46 with Unconquered Spirit) Solar Beam: 0.17 (0.1 with Unconquered Spirit) Mastery: +1% per Champion A.I. Attack Speed mastery point. Up to a maximum 0.13 (0.08 with Unconquered Spirit)